Hello Affineurs old and new,
It's the first day of Roguefort! Thank you so much for the support, the amazing and quite touching reviews, and of course the bug reports and suggestions across both Discord and the Steam forums (and in a couple of cases via email).
This is a hotfix patch that fixes quite a few bugs and polishes out a few areas of the game at the same time. You can always rest assured that any changes I make to the game from update to update will never affect your save games, and if it does I will always give plenty of notice and offer ways to ensure you are minimally affected. There have been people playing the same save files since the alpha days when it was an itch.io project, so I take this sort of thing pretty seriously :-)
Anyway, thanks for playing and being part of the community. What a 24 hours it has been. Thank you.
Tim
Steam Cloud saves
- Steam Cloud is now working across Windows, Mac and Steam Deck. This was a change on Steam's side, so you don't need to download this patch for it to work, but I guess if you are reading this then it's probably a moot point.
- Please quit the game once on each machine you play on so Steam can sync everything. If you're on Deck, putting it to sleep with the game still open won't upload your save, so quit back to the home screen first.
- Worlds from a Mac or Deck will carry across straight away. For an older Windows world, you'll need to open and save it once on the PC before it appears on your other devices.
- If you've been playing on two systems, you might get a Steam Cloud Conflict window the next time you press Play. Choose the machine you play on most. Your worlds and colonies are safe whichever you choose, but your settings and current run in The Wilds will come from that machine.
- The Wilds only keeps one run per account, so if you've started separate runs on two machines, you can only keep one of them.
The main quest and Guild traditions
- Fixed the main quest sending you to another Guild's leader in a different capital if you'd saved and quit before reaching your starting village. If this has already happened in your game, the quest will correct itself when you next take a step. (jungcodex)
- I've made it easier to find out about Guild tradition ceremonies. Previously nobody would mention them until the ceremony was available, which wasn't much help if you were Honored and trying to work out who to speak to. People in the settlement will now tell you who the keeper is and where to find them, and the keeper will explain why you can't take part yet. (DocBrain)
- The locked tradition card now explains that there's one keeper in each settlement. The old wording listed five trades and made it sound as though any of them could perform the ceremony.
- An exiled keeper will no longer offer their old settlement's ceremony. Someone who still lives there can take over instead.
Combat and companions
- Fixed vampires taking sun damage under roofs in the overworld (including houses you'd built yourself). Any roof will now protect you from the sun. (love_love63)
- Your own Curd Golem and other friendly summons were being counted as nearby enemies, preventing you from crouching or turning into a bat as a vampire. I've fixed that check so it only counts actual enemies. (avocado8716)
- Fixed companions sometimes appearing twice when travelling quickly along roads or holding a diagonal direction. One copy was being left on the tile they'd just moved from. (avocado8716)
- Ranged enemies such as Crystalline Archers were spending so much time backing around corners and through doors that they barely got a shot off. They'll now hold their position and shoot if retreating would take you out of sight. They can also attack in melee if you're up close and they have nowhere to retreat. (trespiratesque)
- Fixed a missing capital letter in the message shown when your companion roster is full.
Inventory, chests and building
- Fixed an issue where eating cheese from your pack with "Eat and drink automatically" enabled gave you the healing but put the cheese back in your inventory. You could keep eating the same piece indefinitely, which wasn't quite what I intended. (hariel)
- You can now add items to a Protected stack in a full chest using Auto-stow, Stash mats or by clicking the item in your pack. The stack will stay Protected. (bancheis)
- You can merge stacks by dragging one onto another stack of the same item. I've also added Merge Stacks to the item menu for keyboard and controller players. (danekjovaxutc5)
- Long donor names in the Community Chest will wrap onto another line so you can still see how much time an item has left. (bancheis)
- Trying to lay a floor under yourself could replace a bed, chair, lamp or door on the same tile, losing the materials in the process. This is fixed, and you'll get a message explaining what's in the way instead. (deadcatbf)
- The quiver tooltip now counts arrows in both your pack and your quiver. Previously it could tell you that you had 2 arrows when there were another 18 already loaded.
Tooltips, tutorials and help
- Clarified Last Bite's description. It gives bonus weapon damage against the enemy in sight with the lowest HP. If there's only one enemy, it still applies even if they're at full health.
- Ironhide Salve, Mighty Marrow and Heartwood Tonic now explain where to use them, in the Companion Panel under Supplements.
- The Old Mouth scholar's Identify option will be greyed out with an explanation if you aren't Friendly with any Guild. Previously you could select it and the menu would just close.
- If you're building up a charge such as Brine without any perks that use it, this is now explained on the charge meter, in the Character panel and on the perk's card.
- Bard's Spirits now explains that the effect comes from listening to a bard play.
- The Reeve's lesson now tells you who has work available and where to find them. If nobody in the village has any work, the lesson will complete on its own so you aren't stuck trying to find a job that doesn't exist. (danekjovaxutc5)
- If you saved during the Send-Off near the coast, the "Drink from the stream" lesson could send you to the sea when you continued. It now points to fresh water so you can finish the lesson.
- Loading a Brinehold save during the Send-Off was giving you an extra 30 crossbow bolts. You'll now receive them with the rest of your kit at the end, as you would if you played through without stopping.
- Added the full Early Access FAQ from the website to Help > FAQ. There are sixteen new answers, including co-op and plans for 1.0.
Controllers, menus and performance
- I've added keyboard and controller access to ten buttons in the Companion Panel that previously needed a mouse, including Supplements, Stay, Come here, Stable and Rename. Press G or L3 to highlight your pet's buttons, then move with the arrows and select with Enter or A.
- Fixed an issue on Linux where Steam Input's Nintendo button layout made A register as both A and B on the class selection screen, preventing you from choosing a class. (anhalter438)
- Lighting your first fire in 2.5D or first person could briefly freeze the game, sometimes for almost a second. I've moved that work ahead of time and spread it out while the game is idle. (juh9870)
- Long dungeon names will wrap beside the minimap instead of stretching across the middle of the screen. They also stay clear of the Customize HUD padlock. (avocado8716)
- If you're getting no sound on Linux, the bug report exported from the Pause menu now includes more information about your sound setup. This should give me more to go on when investigating it. (juh9870)
Character names
- Character names are now checked against a profanity filter, both when creating a character and when renaming one in Settings. You'll see "Not allowed" in the name box if a name is rejected, and the Roll button's suggestions are checked too.
- In the Old Mouth, other players' names that don't pass the filter will appear as Traveller followed by their player tag. This also applies to names saved before this update.
Survival mode: The Wilds
- Fixed the extra maximum health from books being lost when you saved and continued a run. (hariel)
- Corrected food descriptions that claimed berries and other food would quench your thirst. They don't restore thirst in The Wilds, so the cards now just show how much hunger they restore. (hariel)
- The wolf pup's Befriend option now explains that you can't tame it during a Wilds run. The old wording suggested you could. (hariel)
- Fixed canteens, pots and bowls keeping their empty names after being filled through Camp work. (palpablebrush26)
- Auto-eat and the empty quick slot will now skip spoiled food. They were repeatedly choosing it and then refusing to eat it, so you could stay hungry even with other food available. (palpablebrush26)
- Spoiled carcasses are now labelled "Spoiled carcass". (palpablebrush26)
Known issues
- Smart App Control is preventing the game from launching on some Windows 11 PCs, with error 0x11C7. The Windows build isn't code signed yet. I'm getting a certificate sorted and will let everyone know when that's done.
- I'm still looking into reports of 2.5D running slowly, particularly in towns, while 2D and first person run fine. In the meantime, Low-power mode, a lower quality preset or a frame rate limit in Settings > Display can help. UPDATE - just before I was about to send these notes, I received some incredible analysis from community member "zawmbie" who has identified the main causes of the lag in 2.5D mode. Thanks zawmbie! I will get that into the next patch.
